Hi Tim, On 3/23/07, Bentley, Tim AMRDEC/Torch <[EMAIL PROTECTED]> wrote:
Unfortunately I need to set the ambient, diffuse, specular, and shininess for each material at each vertex in the model. The "lowest" level I have been able to find that allows me to apply materials in OSG is at the Geometry class, through a StateSet. Is this the case or am I overlooking something?
The OSG is not set up to change material properties at this level of granularity, and it'd be a colossal performance hit doing such find grained state changes. You really really don't want to be trying this, the OSG doesn't support, and nor should it. A better route would be to use a vertex shader to set up the lighting model per vertex by read multiple vertex attributes for each of the ambient, diffuse, specular and shininess. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
